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Thread: Game breaking level and the cumbersome jump dynamic in Alice: madness returns game

  1. #1
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    May 2011
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    54

    Game breaking level and the cumbersome jump dynamic in Alice: madness returns game

    Alice is in a position lateral to the left on three upper levels, two of which beat down fists. Now the dynamic jump is so bloody awful that Alice cannot jump the way you want with the time you need. She stuck circling endlessly against the platform you are trying to reach mass as a button to take to a higher level, and then you die. Why not just make it simple and increased the height of the jump to double jump Alice enough so that he could easily reach the platforms with only a slight consideration of where to start jumping? Why must die X amount of times trying to find some magical place to jump from the exact time of just double jump to reach the level you are trying to achieve? Why the blood parameters have to be so damn tight? I cannot move from that section and I'm pissed and I'm about fair trade in the game for a little less frustrating.

  2. #2
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    Apr 2009
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    Re: Game breaking level and the cumbersome jump dynamic in Alice: madness returns game

    I do not remember having many problems with that part of it. I think he has the platform of perfect things; a platform is all about timing, which in fact seems to be the catalyst for his frustration. That would have hated playing in the first 80 of the 90, it was all platforms, regardless, practice makes perfect. I suggest maybe checking out some tutorials on YouTube, check out how others clear the area in question, and eventually clear.

  3. #3
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    Re: Game breaking level and the cumbersome jump dynamic in Alice: madness returns game

    The mechanics of jumping Alice Madness Returns are more accurate than the mechanics of American McGee's Alice jump. What I found very good madness is that when they fail in one hop. Another thing that is great about the mechanics of jumping is that it allows you to jump four times in one jump, before you can do more jumps and falling to his death, plus it has the ability to float, but only if skip a 2nd time. The only exception to this rule is when you're in a steam outlet, and then you are limited to a maximum of three jumps before collapsing to his death. The only thing that could have helped make the jumps easier it would be probably a little side window showing the ground beneath Alice while jumping. But here's a hint, if the jump is too far and you die, that means not falling and the search for hidden platforms that make life easier, too.

  4. #4
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    Re: Game breaking level and the cumbersome jump dynamic in Alice: madness returns game

    Platform is fun. But the mechanics should not give so much trouble. In fact, I remember that AMR triple jump is much better than jumping in because our feet AMA on AMA pointer, which allows in most cases precise jumps and falling from a platform. Alice In addition to the high jump, could grab the edges and the distance on a platform. In AMR I have more or less accustomed to their style of jump only through play. I in fact hate that makes steps 3-4 once the lands that make her drop off the platforms pretty often. No two jumps from the same place are the same as ever. The first jump will not fly far enough and reach a platform with the head and fall. The next time you come to it, makes a bazillion unnecessary steps and falls off the platform.

  5. #5
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    Re: Game breaking level and the cumbersome jump dynamic in Alice: madness returns game

    AMR played in 360 and the only times I had problems similar to the platforms was when I missed a lever to pull in an area, and misjudged some jumps in others. I understand your frustration, but there should be no problem so large to pass through the area. Alice jumps very high on their own and double jumps are also useful, along with the slide and the ability to dodge. Many platform games require you to go against his instinct to jump very high. The platform relatively easily and accurately, learn to squeeze out the greatest distance in each jump before doing the double jump / triple and plan. In fact, hardly ever use the slide, it slows you down and has a very strong vertical path, without much room for correction. Use the slider itself put back into safe areas if miscalculated the jump. The Dodge is a faster version of the slide out of control. Use dodges the ground quickly on the platforms and avoids hazards.

  6. #6
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    May 2009
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    Re: Game breaking level and the cumbersome jump dynamic in Alice: madness returns game

    Much of the fighting in this game is hard to do about a holiday. The best strategy is to keep your distance from the menacing ruins and trying to fend off the monsters in ruins and Bolterflies. One strategy is to approach most of the monsters and throw a mechanical pump. All monsters will focus on the bomb and attack it. This gives a window of opportunity to destroy the hives Bolterfly. If the pump is about to burst or explode, take another quick look to keep them distracted while pecking out each one. A good idea is not to focus or target individual monsters, while killing them. That way you can see around you and react quickly if they are about to attack. Always keep an eye on the threat and flee from their posts and ranged attack while doing so.

  7. #7
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    Re: Game breaking level and the cumbersome jump dynamic in Alice: madness returns game

    Once you begin to choose a lot of them, an Eyepot generated. Deal with this quickly. Pepper to your eye with a lock, they attack and run when he recovers. When it does, pepper his eyes again and finish him quickly. At that time you should have left threatening more. Keep your distance and wait for you to use your ranged attack. You can save the open umbrella to deflect each of them is not necessary to open as soon as it gets closer, if you have problems with synchronization. Once your arms rest, keep your distance and pepper it. If he covers his face, stop splashing because the bullets pepper thrown on you. When charged, run or dodge to one side, and take the time to cut the face. When to hit, dodge or run away, and pepper it. If you are having problems throwing the mechanical pump to give a little time to escape.

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